I’m coming from Unity’s default sound system, and I used to just feed different audioclips to one audiosource, depending on the action the player did (jump, walk, push, etc.). The thing is you can’t easily do that with the default fmod studio emitter… You can of course create multiple emitters on the same gameobject, each one with its event, but I guess this is cumbersome if you have dozens of events. What if the prefered method for this ? Should I just script my own emitter from scratch, allowing me to switch events easily ? I can definitely do that, but looking at the emitter default script, it’s not a straightforward “event.Play()” thing, so I just wanted to know whether I had to delve further into the API to get this, or if there was some easier way.
Thank you !